/* Used when canceling transforms - return rigidbody and object to initial states */ void BKE_rigidbody_aftertrans_update(Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle) { RigidBodyOb *rbo = ob->rigidbody_object; /* return rigid body and object to their initial states */ copy_v3_v3(rbo->pos, ob->loc); copy_v3_v3(ob->loc, loc); if (ob->rotmode > 0) { eulO_to_quat(rbo->orn, ob->rot, ob->rotmode); copy_v3_v3(ob->rot, rot); } else if (ob->rotmode == ROT_MODE_AXISANGLE) { axis_angle_to_quat(rbo->orn, ob->rotAxis, ob->rotAngle); copy_v3_v3(ob->rotAxis, rotAxis); ob->rotAngle = rotAngle; } else { copy_qt_qt(rbo->orn, ob->quat); copy_qt_qt(ob->quat, quat); } if (rbo->physics_object) { /* allow passive objects to return to original transform */ if (rbo->type == RBO_TYPE_PASSIVE) RB_body_set_kinematic_state(rbo->physics_object, TRUE); RB_body_set_loc_rot(rbo->physics_object, rbo->pos, rbo->orn); } // RB_TODO update rigid body physics object's loc/rot for dynamic objects here as well (needs to be done outside bullet's update loop) }
/* Only allowed for Poses with identical channels */ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode) { bPoseChannel *dchan; const bPoseChannel *schan; bConstraint *dcon, *scon; float dstweight; int i; if (mode == BL_Action::ACT_BLEND_BLEND) { dstweight = 1.0f - srcweight; } else if (mode == BL_Action::ACT_BLEND_ADD) { dstweight = 1.0f; } else { dstweight = 1.0f; } schan= (bPoseChannel *)src->chanbase.first; for (dchan = (bPoseChannel *)dst->chanbase.first; dchan; dchan=(bPoseChannel *)dchan->next, schan= (bPoseChannel *)schan->next) { // always blend on all channels since we don't know which one has been set /* quat interpolation done separate */ if (schan->rotmode == ROT_MODE_QUAT) { float dquat[4], squat[4]; copy_qt_qt(dquat, dchan->quat); copy_qt_qt(squat, schan->quat); if (mode==BL_Action::ACT_BLEND_BLEND) interp_qt_qtqt(dchan->quat, dquat, squat, srcweight); else { mul_fac_qt_fl(squat, srcweight); mul_qt_qtqt(dchan->quat, dquat, squat); } normalize_qt(dchan->quat); } for (i=0; i<3; i++) { /* blending for loc and scale are pretty self-explanatory... */ dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight); dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight); /* euler-rotation interpolation done here instead... */ // FIXME: are these results decent? if (schan->rotmode) dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight); } for (dcon= (bConstraint *)dchan->constraints.first, scon= (bConstraint *)schan->constraints.first; dcon && scon; dcon = dcon->next, scon = scon->next) { /* no 'add' option for constraint blending */ dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight; } } /* this pose is now in src time */ dst->ctime= src->ctime; }
/* this makes sure we can extend for non-cyclic. * * returns OK: 1/0 */ static bool where_on_path_deform( Object *ob, float ctime, float vec[4], float dir[3], float quat[4], float *radius) { BevList *bl; float ctime1; int cycl = 0; /* test for cyclic */ bl = ob->runtime.curve_cache->bev.first; if (!bl->nr) { return false; } if (bl->poly > -1) { cycl = 1; } if (cycl == 0) { ctime1 = CLAMPIS(ctime, 0.0f, 1.0f); } else { ctime1 = ctime; } /* vec needs 4 items */ if (where_on_path(ob, ctime1, vec, dir, quat, radius, NULL)) { if (cycl == 0) { Path *path = ob->runtime.curve_cache->path; float dvec[3]; if (ctime < 0.0f) { sub_v3_v3v3(dvec, path->data[1].vec, path->data[0].vec); mul_v3_fl(dvec, ctime * (float)path->len); add_v3_v3(vec, dvec); if (quat) { copy_qt_qt(quat, path->data[0].quat); } if (radius) { *radius = path->data[0].radius; } } else if (ctime > 1.0f) { sub_v3_v3v3(dvec, path->data[path->len - 1].vec, path->data[path->len - 2].vec); mul_v3_fl(dvec, (ctime - 1.0f) * (float)path->len); add_v3_v3(vec, dvec); if (quat) { copy_qt_qt(quat, path->data[path->len - 1].quat); } if (radius) { *radius = path->data[path->len - 1].radius; } /* weight - not used but could be added */ } } return true; } return false; }
static PyObject *quat_mul_float(QuaternionObject *quat, const float scalar) { float tquat[4]; copy_qt_qt(tquat, quat->quat); mul_qt_fl(tquat, scalar); return Quaternion_CreatePyObject(tquat, Py_NEW, Py_TYPE(quat)); }
/*pass Py_WRAP - if vector is a WRAPPER for data allocated by BLENDER * (i.e. it was allocated elsewhere by MEM_mallocN()) * pass Py_NEW - if vector is not a WRAPPER and managed by PYTHON * (i.e. it must be created here with PyMEM_malloc())*/ PyObject *Quaternion_CreatePyObject(float *quat, int type, PyTypeObject *base_type) { QuaternionObject *self; self = base_type ? (QuaternionObject *)base_type->tp_alloc(base_type, 0) : (QuaternionObject *)PyObject_GC_New(QuaternionObject, &quaternion_Type); if (self) { /* init callbacks as NULL */ self->cb_user = NULL; self->cb_type = self->cb_subtype = 0; if (type == Py_WRAP) { self->quat = quat; self->wrapped = Py_WRAP; } else if (type == Py_NEW) { self->quat = PyMem_Malloc(QUAT_SIZE * sizeof(float)); if (!quat) { //new empty unit_qt(self->quat); } else { copy_qt_qt(self->quat, quat); } self->wrapped = Py_NEW; } else { Py_FatalError("Quaternion(): invalid type!"); } } return (PyObject *) self; }
static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan) { bConstraint *pcon, *con; copy_v3_v3(pchan->loc, chan->loc); copy_v3_v3(pchan->size, chan->size); copy_v3_v3(pchan->eul, chan->eul); copy_v3_v3(pchan->rotAxis, chan->rotAxis); pchan->rotAngle = chan->rotAngle; copy_qt_qt(pchan->quat, chan->quat); pchan->rotmode = chan->rotmode; copy_m4_m4(pchan->chan_mat, (float(*)[4])chan->chan_mat); copy_m4_m4(pchan->pose_mat, (float(*)[4])chan->pose_mat); pchan->flag = chan->flag; pchan->roll1 = chan->roll1; pchan->roll2 = chan->roll2; pchan->curveInX = chan->curveInX; pchan->curveInY = chan->curveInY; pchan->curveOutX = chan->curveOutX; pchan->curveOutY = chan->curveOutY; pchan->scaleIn = chan->scaleIn; pchan->scaleOut = chan->scaleOut; con = chan->constraints.first; for (pcon = pchan->constraints.first; pcon && con; pcon = pcon->next, con = con->next) { pcon->enforce = con->enforce; pcon->headtail = con->headtail; } }
static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op)) { View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d= CTX_wm_region_view3d(C); ObjectTfmProtectedChannels obtfm; copy_qt_qt(rv3d->lviewquat, rv3d->viewquat); rv3d->lview= rv3d->view; if(rv3d->persp != RV3D_CAMOB) { rv3d->lpersp= rv3d->persp; } object_tfm_protected_backup(v3d->camera, &obtfm); ED_view3d_to_object(v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist); object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag); DAG_id_tag_update(&v3d->camera->id, OB_RECALC_OB); rv3d->persp = RV3D_CAMOB; WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, v3d->camera); return OPERATOR_FINISHED; }
static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms_state, View3D *v3d, RegionView3D *rv3d) { copy_v3_v3(rv3d->ofs, sms_state->ofs); copy_qt_qt(rv3d->viewquat, sms_state->quat); rv3d->dist = sms_state->dist; v3d->lens = sms_state->lens; }
static void view3d_smooth_view_state_backup(struct SmoothView3DState *sms_state, const View3D *v3d, const RegionView3D *rv3d) { copy_v3_v3(sms_state->ofs, rv3d->ofs); copy_qt_qt(sms_state->quat, rv3d->viewquat); sms_state->dist = rv3d->dist; sms_state->lens = v3d->lens; }
/* helper for poseAnim_mapping_get() -> get the relevant F-Curves per PoseChannel */ static void fcurves_to_pchan_links_get(ListBase *pfLinks, Object *ob, bAction *act, bPoseChannel *pchan) { ListBase curves = {NULL, NULL}; int transFlags = action_get_item_transforms(act, ob, pchan, &curves); pchan->flag &= ~(POSE_LOC | POSE_ROT | POSE_SIZE | POSE_BBONE_SHAPE); /* check if any transforms found... */ if (transFlags) { /* make new linkage data */ tPChanFCurveLink *pfl = MEM_callocN(sizeof(tPChanFCurveLink), "tPChanFCurveLink"); PointerRNA ptr; pfl->fcurves = curves; pfl->pchan = pchan; /* get the RNA path to this pchan - this needs to be freed! */ RNA_pointer_create((ID *)ob, &RNA_PoseBone, pchan, &ptr); pfl->pchan_path = RNA_path_from_ID_to_struct(&ptr); /* add linkage data to operator data */ BLI_addtail(pfLinks, pfl); /* set pchan's transform flags */ if (transFlags & ACT_TRANS_LOC) pchan->flag |= POSE_LOC; if (transFlags & ACT_TRANS_ROT) pchan->flag |= POSE_ROT; if (transFlags & ACT_TRANS_SCALE) pchan->flag |= POSE_SIZE; if (transFlags & ACT_TRANS_BBONE) pchan->flag |= POSE_BBONE_SHAPE; /* store current transforms */ copy_v3_v3(pfl->oldloc, pchan->loc); copy_v3_v3(pfl->oldrot, pchan->eul); copy_v3_v3(pfl->oldscale, pchan->size); copy_qt_qt(pfl->oldquat, pchan->quat); copy_v3_v3(pfl->oldaxis, pchan->rotAxis); pfl->oldangle = pchan->rotAngle; /* store current bbone values */ pfl->roll1 = pchan->roll1; pfl->roll2 = pchan->roll2; pfl->curveInX = pchan->curveInX; pfl->curveInY = pchan->curveInY; pfl->curveOutX = pchan->curveOutX; pfl->curveOutY = pchan->curveOutY; pfl->ease1 = pchan->ease1; pfl->ease2 = pchan->ease2; pfl->scaleIn = pchan->scaleIn; pfl->scaleOut = pchan->scaleOut; /* make copy of custom properties */ if (pchan->prop && (transFlags & ACT_TRANS_PROP)) pfl->oldprops = IDP_CopyProperty(pchan->prop); } }
/* this makes sure we can extend for non-cyclic. *vec needs 4 items! */ static int where_on_path_deform(Object *ob, float ctime, float *vec, float *dir, float *quat, float *radius) /* returns OK */ { Curve *cu= ob->data; BevList *bl; float ctime1; int cycl=0; /* test for cyclic */ bl= cu->bev.first; if (!bl->nr) return 0; if(bl && bl->poly> -1) cycl= 1; if(cycl==0) { ctime1= CLAMPIS(ctime, 0.0f, 1.0f); } else ctime1= ctime; /* vec needs 4 items */ if(where_on_path(ob, ctime1, vec, dir, quat, radius, NULL)) { if(cycl==0) { Path *path= cu->path; float dvec[3]; if(ctime < 0.0f) { sub_v3_v3v3(dvec, path->data[1].vec, path->data[0].vec); mul_v3_fl(dvec, ctime*(float)path->len); add_v3_v3(vec, dvec); if(quat) copy_qt_qt(quat, path->data[0].quat); if(radius) *radius= path->data[0].radius; } else if(ctime > 1.0f) { sub_v3_v3v3(dvec, path->data[path->len-1].vec, path->data[path->len-2].vec); mul_v3_fl(dvec, (ctime-1.0f)*(float)path->len); add_v3_v3(vec, dvec); if(quat) copy_qt_qt(quat, path->data[path->len-1].quat); if(radius) *radius= path->data[path->len-1].radius; /* weight - not used but could be added */ } } return 1; } return 0; }
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]) { if (RV3D_VIEW_IS_AXIS(view)) { copy_qt_qt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT]); return true; } else { return false; } }
static void rotateBevelPiece(Curve *cu, BevPoint *bevp, BevPoint *nbevp, DispList *dlb, float bev_blend, float widfac, float fac, float **r_data) { float *fp, *data = *r_data; int b; fp = dlb->verts; for (b = 0; b < dlb->nr; b++, fp += 3, data += 3) { if (cu->flag & CU_3D) { float vec[3], quat[4]; vec[0] = fp[1] + widfac; vec[1] = fp[2]; vec[2] = 0.0; if (nbevp == NULL) { copy_v3_v3(data, bevp->vec); copy_qt_qt(quat, bevp->quat); } else { interp_v3_v3v3(data, bevp->vec, nbevp->vec, bev_blend); interp_qt_qtqt(quat, bevp->quat, nbevp->quat, bev_blend); } mul_qt_v3(quat, vec); data[0] += fac * vec[0]; data[1] += fac * vec[1]; data[2] += fac * vec[2]; } else { float sina, cosa; if (nbevp == NULL) { copy_v3_v3(data, bevp->vec); sina = bevp->sina; cosa = bevp->cosa; } else { interp_v3_v3v3(data, bevp->vec, nbevp->vec, bev_blend); /* perhaps we need to interpolate angles instead. but the thing is * cosa and sina are not actually sine and cosine */ sina = nbevp->sina * bev_blend + bevp->sina * (1.0f - bev_blend); cosa = nbevp->cosa * bev_blend + bevp->cosa * (1.0f - bev_blend); } data[0] += fac * (widfac + fp[1]) * sina; data[1] += fac * (widfac + fp[1]) * cosa; data[2] += fac * fp[2]; } } *r_data = data; }
/** * Release view control. * * \param restore Sets the view state to the values that were set * before #ED_view3d_control_aquire was called. */ void ED_view3d_cameracontrol_release( View3DCameraControl *vctrl, const bool restore) { View3D *v3d = vctrl->ctx_v3d; RegionView3D *rv3d = vctrl->ctx_rv3d; rv3d->dist = vctrl->dist_backup; if (restore) { /* Revert to original view? */ if (vctrl->persp_backup == RV3D_CAMOB) { /* a camera view */ Object *ob_back = view3d_cameracontrol_object(vctrl); /* store the original camera loc and rot */ BKE_object_tfm_restore(ob_back, vctrl->obtfm); DAG_id_tag_update(&ob_back->id, OB_RECALC_OB); } else { /* Non Camera we need to reset the view back to the original location bacause the user canceled*/ copy_qt_qt(rv3d->viewquat, vctrl->rot_backup); rv3d->persp = vctrl->persp_backup; } /* always, is set to zero otherwise */ copy_v3_v3(rv3d->ofs, vctrl->ofs_backup); } else if (vctrl->persp_backup == RV3D_CAMOB) { /* camera */ DAG_id_tag_update((ID *)view3d_cameracontrol_object(vctrl), OB_RECALC_OB); /* always, is set to zero otherwise */ copy_v3_v3(rv3d->ofs, vctrl->ofs_backup); } else { /* not camera */ float tvec[3]; /* Apply the fly mode view */ /* restore the dist */ copy_v3_fl3(tvec, 0.0f, 0.0f, vctrl->dist_backup); mul_mat3_m4_v3(rv3d->viewinv, tvec); add_v3_v3(rv3d->ofs, tvec); /* Done with correcting for the dist */ } if (vctrl->is_ortho_cam) { ((Camera *)v3d->camera->data)->type = CAM_ORTHO; } if (vctrl->obtfm) { MEM_freeN(vctrl->obtfm); } MEM_freeN(vctrl); }
void ED_object_rotation_from_view(bContext *C, float *rot) { RegionView3D *rv3d= CTX_wm_region_view3d(C); if(rv3d) { float quat[4]; copy_qt_qt(quat, rv3d->viewquat); quat[0]= -quat[0]; quat_to_eul(rot, quat); } else { zero_v3(rot); } }
/* both poses should be in sync */ bool BKE_pose_copy_result(bPose *to, bPose *from) { bPoseChannel *pchanto, *pchanfrom; if (to == NULL || from == NULL) { printf("Pose copy error, pose to:%p from:%p\n", (void *)to, (void *)from); /* debug temp */ return false; } if (to == from) { printf("BKE_pose_copy_result source and target are the same\n"); return false; } for (pchanfrom = from->chanbase.first; pchanfrom; pchanfrom = pchanfrom->next) { pchanto = BKE_pose_channel_find_name(to, pchanfrom->name); if (pchanto) { copy_m4_m4(pchanto->pose_mat, pchanfrom->pose_mat); copy_m4_m4(pchanto->chan_mat, pchanfrom->chan_mat); /* used for local constraints */ copy_v3_v3(pchanto->loc, pchanfrom->loc); copy_qt_qt(pchanto->quat, pchanfrom->quat); copy_v3_v3(pchanto->eul, pchanfrom->eul); copy_v3_v3(pchanto->size, pchanfrom->size); copy_v3_v3(pchanto->pose_head, pchanfrom->pose_head); copy_v3_v3(pchanto->pose_tail, pchanfrom->pose_tail); pchanto->roll1 = pchanfrom->roll1; pchanto->roll2 = pchanfrom->roll2; pchanto->curveInX = pchanfrom->curveInX; pchanto->curveInY = pchanfrom->curveInY; pchanto->curveOutX = pchanfrom->curveOutX; pchanto->curveOutY = pchanfrom->curveOutY; pchanto->scaleIn = pchanfrom->scaleIn; pchanto->scaleOut = pchanfrom->scaleOut; pchanto->rotmode = pchanfrom->rotmode; pchanto->flag = pchanfrom->flag; pchanto->protectflag = pchanfrom->protectflag; pchanto->bboneflag = pchanfrom->bboneflag; } } return true; }
static int view3d_setcameratoview_exec(bContext *C, wmOperator *UNUSED(op)) { View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d= CTX_wm_region_view3d(C); copy_qt_qt(rv3d->lviewquat, rv3d->viewquat); rv3d->lview= rv3d->view; if(rv3d->persp != RV3D_CAMOB) { rv3d->lpersp= rv3d->persp; } ED_view3d_to_object(v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist); DAG_id_tag_update(&v3d->camera->id, OB_RECALC_OB); rv3d->persp = RV3D_CAMOB; WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, v3d->camera); return OPERATOR_FINISHED; }
static void psys_path_iter_get(ParticlePathIterator *iter, ParticleCacheKey *keys, int totkeys, ParticleCacheKey *parent, int index) { BLI_assert(index >= 0 && index < totkeys); iter->key = keys + index; iter->index = index; iter->time = (float)index / (float)(totkeys - 1); if (parent) { iter->parent_key = parent + index; if (index > 0) mul_qt_qtqt(iter->parent_rotation, iter->parent_key->rot, parent->rot); else copy_qt_qt(iter->parent_rotation, parent->rot); } else { iter->parent_key = NULL; unit_qt(iter->parent_rotation); } }
static void restore_localviewdata(ScrArea *sa, int free) { ARegion *ar; View3D *v3d= sa->spacedata.first; if(v3d->localvd==NULL) return; v3d->near= v3d->localvd->near; v3d->far= v3d->localvd->far; v3d->lay= v3d->localvd->lay; v3d->layact= v3d->localvd->layact; v3d->drawtype= v3d->localvd->drawtype; v3d->camera= v3d->localvd->camera; if(free) { MEM_freeN(v3d->localvd); v3d->localvd= NULL; } for(ar= sa->regionbase.first; ar; ar= ar->next) { if(ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d= ar->regiondata; if(rv3d->localvd) { rv3d->dist= rv3d->localvd->dist; copy_v3_v3(rv3d->ofs, rv3d->localvd->ofs); copy_qt_qt(rv3d->viewquat, rv3d->localvd->viewquat); rv3d->view= rv3d->localvd->view; rv3d->persp= rv3d->localvd->persp; rv3d->camzoom= rv3d->localvd->camzoom; if(free) { MEM_freeN(rv3d->localvd); rv3d->localvd= NULL; } } } } }
/* axis is using another define!!! */ static int calc_curve_deform(Scene *scene, Object *par, float co[3], const short axis, CurveDeform *cd, float quat_r[4]) { Curve *cu = par->data; float fac, loc[4], dir[3], new_quat[4], radius; short index; const int is_neg_axis = (axis > 2); /* to be sure, mostly after file load */ if (cu->path == NULL) { BKE_displist_make_curveTypes(scene, par, 0); if (cu->path == NULL) return 0; // happens on append... } /* options */ if (is_neg_axis) { index = axis - 3; if (cu->flag & CU_STRETCH) fac = (-co[index] - cd->dmax[index]) / (cd->dmax[index] - cd->dmin[index]); else fac = -(co[index] - cd->dmax[index]) / (cu->path->totdist); } else { index = axis; if (cu->flag & CU_STRETCH) fac = (co[index] - cd->dmin[index]) / (cd->dmax[index] - cd->dmin[index]); else fac = +(co[index] - cd->dmin[index]) / (cu->path->totdist); } if (where_on_path_deform(par, fac, loc, dir, new_quat, &radius)) { /* returns OK */ float quat[4], cent[3]; if (cd->no_rot_axis) { /* set by caller */ /* this is not exactly the same as 2.4x, since the axis is having rotation removed rather than * changing the axis before calculating the tilt but serves much the same purpose */ float dir_flat[3] = {0, 0, 0}, q[4]; copy_v3_v3(dir_flat, dir); dir_flat[cd->no_rot_axis - 1] = 0.0f; normalize_v3(dir); normalize_v3(dir_flat); rotation_between_vecs_to_quat(q, dir, dir_flat); /* Could this be done faster? */ mul_qt_qtqt(new_quat, q, new_quat); } /* Logic for 'cent' orientation * * * The way 'co' is copied to 'cent' may seem to have no meaning, but it does. * * Use a curve modifier to stretch a cube out, color each side RGB, positive side light, negative dark. * view with X up (default), from the angle that you can see 3 faces RGB colors (light), anti-clockwise * Notice X,Y,Z Up all have light colors and each ordered CCW. * * Now for Neg Up XYZ, the colors are all dark, and ordered clockwise - Campbell * * note: moved functions into quat_apply_track/vec_apply_track * */ copy_qt_qt(quat, new_quat); copy_v3_v3(cent, co); /* zero the axis which is not used, * the big block of text above now applies to these 3 lines */ quat_apply_track(quat, axis, (axis == 0 || axis == 2) ? 1 : 0); /* up flag is a dummy, set so no rotation is done */ vec_apply_track(cent, axis); cent[index] = 0.0f; /* scale if enabled */ if (cu->flag & CU_PATH_RADIUS) mul_v3_fl(cent, radius); /* local rotation */ normalize_qt(quat); mul_qt_v3(quat, cent); /* translation */ add_v3_v3v3(co, cent, loc); if (quat_r) copy_qt_qt(quat_r, quat); return 1; } return 0; }
/* clear rotation of object */ static void object_clear_rot(Object *ob) { /* clear rotations that aren't locked */ if (ob->protectflag & (OB_LOCK_ROTX|OB_LOCK_ROTY|OB_LOCK_ROTZ|OB_LOCK_ROTW)) { if (ob->protectflag & OB_LOCK_ROT4D) { /* perform clamping on a component by component basis */ if (ob->rotmode == ROT_MODE_AXISANGLE) { if ((ob->protectflag & OB_LOCK_ROTW) == 0) ob->rotAngle= ob->drotAngle= 0.0f; if ((ob->protectflag & OB_LOCK_ROTX) == 0) ob->rotAxis[0]= ob->drotAxis[0]= 0.0f; if ((ob->protectflag & OB_LOCK_ROTY) == 0) ob->rotAxis[1]= ob->drotAxis[1]= 0.0f; if ((ob->protectflag & OB_LOCK_ROTZ) == 0) ob->rotAxis[2]= ob->drotAxis[2]= 0.0f; /* check validity of axis - axis should never be 0,0,0 (if so, then we make it rotate about y) */ if (IS_EQF(ob->rotAxis[0], ob->rotAxis[1]) && IS_EQF(ob->rotAxis[1], ob->rotAxis[2])) ob->rotAxis[1] = 1.0f; if (IS_EQF(ob->drotAxis[0], ob->drotAxis[1]) && IS_EQF(ob->drotAxis[1], ob->drotAxis[2])) ob->drotAxis[1]= 1.0f; } else if (ob->rotmode == ROT_MODE_QUAT) { if ((ob->protectflag & OB_LOCK_ROTW) == 0) ob->quat[0]= ob->dquat[0]= 1.0f; if ((ob->protectflag & OB_LOCK_ROTX) == 0) ob->quat[1]= ob->dquat[1]= 0.0f; if ((ob->protectflag & OB_LOCK_ROTY) == 0) ob->quat[2]= ob->dquat[2]= 0.0f; if ((ob->protectflag & OB_LOCK_ROTZ) == 0) ob->quat[3]= ob->dquat[3]= 0.0f; // TODO: does this quat need normalising now? } else { /* the flag may have been set for the other modes, so just ignore the extra flag... */ if ((ob->protectflag & OB_LOCK_ROTX) == 0) ob->rot[0]= ob->drot[0]= 0.0f; if ((ob->protectflag & OB_LOCK_ROTY) == 0) ob->rot[1]= ob->drot[1]= 0.0f; if ((ob->protectflag & OB_LOCK_ROTZ) == 0) ob->rot[2]= ob->drot[2]= 0.0f; } } else { /* perform clamping using euler form (3-components) */ // FIXME: deltas are not handled for these cases yet... float eul[3], oldeul[3], quat1[4] = {0}; if (ob->rotmode == ROT_MODE_QUAT) { copy_qt_qt(quat1, ob->quat); quat_to_eul(oldeul, ob->quat); } else if (ob->rotmode == ROT_MODE_AXISANGLE) { axis_angle_to_eulO(oldeul, EULER_ORDER_DEFAULT, ob->rotAxis, ob->rotAngle); } else { copy_v3_v3(oldeul, ob->rot); } eul[0]= eul[1]= eul[2]= 0.0f; if (ob->protectflag & OB_LOCK_ROTX) eul[0]= oldeul[0]; if (ob->protectflag & OB_LOCK_ROTY) eul[1]= oldeul[1]; if (ob->protectflag & OB_LOCK_ROTZ) eul[2]= oldeul[2]; if (ob->rotmode == ROT_MODE_QUAT) { eul_to_quat(ob->quat, eul); /* quaternions flip w sign to accumulate rotations correctly */ if ((quat1[0]<0.0f && ob->quat[0]>0.0f) || (quat1[0]>0.0f && ob->quat[0]<0.0f)) { mul_qt_fl(ob->quat, -1.0f); } } else if (ob->rotmode == ROT_MODE_AXISANGLE) { eulO_to_axis_angle(ob->rotAxis, &ob->rotAngle,eul, EULER_ORDER_DEFAULT); } else { copy_v3_v3(ob->rot, eul); } } } // Duplicated in source/blender/editors/armature/editarmature.c else { if (ob->rotmode == ROT_MODE_QUAT) { unit_qt(ob->quat); unit_qt(ob->dquat); } else if (ob->rotmode == ROT_MODE_AXISANGLE) { unit_axis_angle(ob->rotAxis, &ob->rotAngle); unit_axis_angle(ob->drotAxis, &ob->drotAngle); } else { zero_v3(ob->rot); zero_v3(ob->drot); } } }
static int flyEnd(bContext *C, FlyInfo *fly) { RegionView3D *rv3d = fly->rv3d; View3D *v3d = fly->v3d; float upvec[3]; if (fly->state == FLY_RUNNING) return OPERATOR_RUNNING_MODAL; #ifdef NDOF_FLY_DEBUG puts("\n-- fly end --"); #endif WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), fly->timer); ED_region_draw_cb_exit(fly->ar->type, fly->draw_handle_pixel); rv3d->dist = fly->dist_backup; if (fly->state == FLY_CANCEL) { /* Revert to original view? */ if (fly->persp_backup == RV3D_CAMOB) { /* a camera view */ Object *ob_back; ob_back = (fly->root_parent) ? fly->root_parent : fly->v3d->camera; /* store the original camera loc and rot */ BKE_object_tfm_restore(ob_back, fly->obtfm); DAG_id_tag_update(&ob_back->id, OB_RECALC_OB); } else { /* Non Camera we need to reset the view back to the original location bacause the user canceled*/ copy_qt_qt(rv3d->viewquat, fly->rot_backup); rv3d->persp = fly->persp_backup; } /* always, is set to zero otherwise */ copy_v3_v3(rv3d->ofs, fly->ofs_backup); } else if (fly->persp_backup == RV3D_CAMOB) { /* camera */ DAG_id_tag_update(fly->root_parent ? &fly->root_parent->id : &v3d->camera->id, OB_RECALC_OB); /* always, is set to zero otherwise */ copy_v3_v3(rv3d->ofs, fly->ofs_backup); } else { /* not camera */ /* Apply the fly mode view */ /* restore the dist */ float mat[3][3]; upvec[0] = upvec[1] = 0; upvec[2] = fly->dist_backup; /* x and y are 0 */ copy_m3_m4(mat, rv3d->viewinv); mul_m3_v3(mat, upvec); add_v3_v3(rv3d->ofs, upvec); /* Done with correcting for the dist */ } if (fly->is_ortho_cam) { ((Camera *)fly->v3d->camera->data)->type = CAM_ORTHO; } rv3d->rflag &= ~RV3D_NAVIGATING; //XXX2.5 BIF_view3d_previewrender_signal(fly->sa, PR_DBASE|PR_DISPRECT); /* not working at the moment not sure why */ if (fly->obtfm) MEM_freeN(fly->obtfm); if (fly->ndof) MEM_freeN(fly->ndof); if (fly->state == FLY_CONFIRM) { MEM_freeN(fly); return OPERATOR_FINISHED; } MEM_freeN(fly); return OPERATOR_CANCELLED; }
/* tries to realize the wanted velocity taking all constraints into account */ void boid_body(BoidBrainData *bbd, ParticleData *pa) { BoidSettings *boids = bbd->part->boids; BoidParticle *bpa = pa->boid; BoidValues val; EffectedPoint epoint; float acc[3] = {0.0f, 0.0f, 0.0f}, tan_acc[3], nor_acc[3]; float dvec[3], bvec[3]; float new_dir[3], new_speed; float old_dir[3], old_speed; float wanted_dir[3]; float q[4], mat[3][3]; /* rotation */ float ground_co[3] = {0.0f, 0.0f, 0.0f}, ground_nor[3] = {0.0f, 0.0f, 1.0f}; float force[3] = {0.0f, 0.0f, 0.0f}; float pa_mass=bbd->part->mass, dtime=bbd->dfra*bbd->timestep; set_boid_values(&val, boids, pa); /* make sure there's something in new velocity, location & rotation */ copy_particle_key(&pa->state, &pa->prev_state, 0); if (bbd->part->flag & PART_SIZEMASS) pa_mass*=pa->size; /* if boids can't fly they fall to the ground */ if ((boids->options & BOID_ALLOW_FLIGHT)==0 && ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)==0 && psys_uses_gravity(bbd->sim)) bpa->data.mode = eBoidMode_Falling; if (bpa->data.mode == eBoidMode_Falling) { /* Falling boids are only effected by gravity. */ acc[2] = bbd->sim->scene->physics_settings.gravity[2]; } else { /* figure out acceleration */ float landing_level = 2.0f; float level = landing_level + 1.0f; float new_vel[3]; if (bpa->data.mode == eBoidMode_Liftoff) { bpa->data.mode = eBoidMode_InAir; bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); } else if (bpa->data.mode == eBoidMode_InAir && boids->options & BOID_ALLOW_LAND) { /* auto-leveling & landing if close to ground */ bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); /* level = how many particle sizes above ground */ level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5f; landing_level = - boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass; if (pa->prev_state.vel[2] < 0.0f) { if (level < 1.0f) { bbd->wanted_co[0] = bbd->wanted_co[1] = bbd->wanted_co[2] = 0.0f; bbd->wanted_speed = 0.0f; bpa->data.mode = eBoidMode_Falling; } else if (level < landing_level) { bbd->wanted_speed *= (level - 1.0f)/landing_level; bbd->wanted_co[2] *= (level - 1.0f)/landing_level; } } } copy_v3_v3(old_dir, pa->prev_state.ave); new_speed = normalize_v3_v3(wanted_dir, bbd->wanted_co); /* first check if we have valid direction we want to go towards */ if (new_speed == 0.0f) { copy_v3_v3(new_dir, old_dir); } else { float old_dir2[2], wanted_dir2[2], nor[3], angle; copy_v2_v2(old_dir2, old_dir); normalize_v2(old_dir2); copy_v2_v2(wanted_dir2, wanted_dir); normalize_v2(wanted_dir2); /* choose random direction to turn if wanted velocity */ /* is directly behind regardless of z-coordinate */ if (dot_v2v2(old_dir2, wanted_dir2) < -0.99f) { wanted_dir[0] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); wanted_dir[1] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); wanted_dir[2] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); normalize_v3(wanted_dir); } /* constrain direction with maximum angular velocity */ angle = saacos(dot_v3v3(old_dir, wanted_dir)); angle = min_ff(angle, val.max_ave); cross_v3_v3v3(nor, old_dir, wanted_dir); axis_angle_to_quat(q, nor, angle); copy_v3_v3(new_dir, old_dir); mul_qt_v3(q, new_dir); normalize_v3(new_dir); /* save direction in case resulting velocity too small */ axis_angle_to_quat(q, nor, angle*dtime); copy_v3_v3(pa->state.ave, old_dir); mul_qt_v3(q, pa->state.ave); normalize_v3(pa->state.ave); } /* constrain speed with maximum acceleration */ old_speed = len_v3(pa->prev_state.vel); if (bbd->wanted_speed < old_speed) new_speed = MAX2(bbd->wanted_speed, old_speed - val.max_acc); else new_speed = MIN2(bbd->wanted_speed, old_speed + val.max_acc); /* combine direction and speed */ copy_v3_v3(new_vel, new_dir); mul_v3_fl(new_vel, new_speed); /* maintain minimum flying velocity if not landing */ if (level >= landing_level) { float len2 = dot_v2v2(new_vel, new_vel); float root; len2 = MAX2(len2, val.min_speed*val.min_speed); root = sasqrt(new_speed*new_speed - len2); new_vel[2] = new_vel[2] < 0.0f ? -root : root; normalize_v2(new_vel); mul_v2_fl(new_vel, sasqrt(len2)); } /* finally constrain speed to max speed */ new_speed = normalize_v3(new_vel); mul_v3_fl(new_vel, MIN2(new_speed, val.max_speed)); /* get acceleration from difference of velocities */ sub_v3_v3v3(acc, new_vel, pa->prev_state.vel); /* break acceleration to components */ project_v3_v3v3(tan_acc, acc, pa->prev_state.ave); sub_v3_v3v3(nor_acc, acc, tan_acc); } /* account for effectors */ pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint); pdDoEffectors(bbd->sim->psys->effectors, bbd->sim->colliders, bbd->part->effector_weights, &epoint, force, NULL); if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) { float length = normalize_v3(force); length = MAX2(0.0f, length - boids->land_stick_force); mul_v3_fl(force, length); } add_v3_v3(acc, force); /* store smoothed acceleration for nice banking etc. */ madd_v3_v3fl(bpa->data.acc, acc, dtime); mul_v3_fl(bpa->data.acc, 1.0f / (1.0f + dtime)); /* integrate new location & velocity */ /* by regarding the acceleration as a force at this stage we*/ /* can get better control allthough it's a bit unphysical */ mul_v3_fl(acc, 1.0f/pa_mass); copy_v3_v3(dvec, acc); mul_v3_fl(dvec, dtime*dtime*0.5f); copy_v3_v3(bvec, pa->prev_state.vel); mul_v3_fl(bvec, dtime); add_v3_v3(dvec, bvec); add_v3_v3(pa->state.co, dvec); madd_v3_v3fl(pa->state.vel, acc, dtime); //if (bpa->data.mode != eBoidMode_InAir) bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); /* change modes, constrain movement & keep track of down vector */ switch (bpa->data.mode) { case eBoidMode_InAir: { float grav[3]; grav[0] = 0.0f; grav[1] = 0.0f; grav[2] = bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f; /* don't take forward acceleration into account (better banking) */ if (dot_v3v3(bpa->data.acc, pa->state.vel) > 0.0f) { project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel); sub_v3_v3v3(dvec, bpa->data.acc, dvec); } else { copy_v3_v3(dvec, bpa->data.acc); } /* gather apparent gravity */ madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking); normalize_v3(bpa->gravity); /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } else if (pa->state.co[2] <= ground_co[2] + pa->size * boids->height) { /* land boid when below ground */ if (boids->options & BOID_ALLOW_LAND) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; } /* fly above ground */ else if (bpa->ground) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; } } break; } case eBoidMode_Falling: { float grav[3]; grav[0] = 0.0f; grav[1] = 0.0f; grav[2] = bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f; /* gather apparent gravity */ madd_v3_v3fl(bpa->gravity, grav, dtime); normalize_v3(bpa->gravity); if (boids->options & BOID_ALLOW_LAND) { /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } /* land boid when really near ground */ else if (pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; } /* if we're falling, can fly and want to go upwards lets fly */ else if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) bpa->data.mode = eBoidMode_InAir; } else bpa->data.mode = eBoidMode_InAir; break; } case eBoidMode_Climbing: { boid_climb(boids, pa, ground_co, ground_nor); //float nor[3]; //copy_v3_v3(nor, ground_nor); ///* gather apparent gravity to r_ve */ //madd_v3_v3fl(pa->r_ve, ground_nor, -1.0); //normalize_v3(pa->r_ve); ///* raise boid it's size from surface */ //mul_v3_fl(nor, pa->size * boids->height); //add_v3_v3v3(pa->state.co, ground_co, nor); ///* remove normal component from velocity */ //project_v3_v3v3(v, pa->state.vel, ground_nor); //sub_v3_v3v3(pa->state.vel, pa->state.vel, v); break; } case eBoidMode_OnLand: { /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } /* ground is too far away so boid falls */ else if (pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height) bpa->data.mode = eBoidMode_Falling; else { /* constrain to surface */ pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; } if (boids->banking > 0.0f) { float grav[3]; /* Don't take gravity's strength in to account, */ /* otherwise amount of banking is hard to control. */ negate_v3_v3(grav, ground_nor); project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel); sub_v3_v3v3(dvec, bpa->data.acc, dvec); /* gather apparent gravity */ madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking); normalize_v3(bpa->gravity); } else { /* gather negative surface normal */ madd_v3_v3fl(bpa->gravity, ground_nor, -1.0f); normalize_v3(bpa->gravity); } break; } } /* save direction to state.ave unless the boid is falling */ /* (boids can't effect their direction when falling) */ if (bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) { copy_v3_v3(pa->state.ave, pa->state.vel); pa->state.ave[2] *= bbd->part->boids->pitch; normalize_v3(pa->state.ave); } /* apply damping */ if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) mul_v3_fl(pa->state.vel, 1.0f - 0.2f*bbd->part->dampfac); /* calculate rotation matrix based on forward & down vectors */ if (bpa->data.mode == eBoidMode_InAir) { copy_v3_v3(mat[0], pa->state.ave); project_v3_v3v3(dvec, bpa->gravity, pa->state.ave); sub_v3_v3v3(mat[2], bpa->gravity, dvec); normalize_v3(mat[2]); } else { project_v3_v3v3(dvec, pa->state.ave, bpa->gravity); sub_v3_v3v3(mat[0], pa->state.ave, dvec); normalize_v3(mat[0]); copy_v3_v3(mat[2], bpa->gravity); } negate_v3(mat[2]); cross_v3_v3v3(mat[1], mat[2], mat[0]); /* apply rotation */ mat3_to_quat_is_ok(q, mat); copy_qt_qt(pa->state.rot, q); }
/** * Creates a #View3DControl handle and sets up * the view for first-person style navigation. */ struct View3DCameraControl *ED_view3d_cameracontrol_aquire( Scene *scene, View3D *v3d, RegionView3D *rv3d, const bool use_parent_root) { View3DCameraControl *vctrl; vctrl = MEM_callocN(sizeof(View3DCameraControl), __func__); /* Store context */ vctrl->ctx_scene = scene; vctrl->ctx_v3d = v3d; vctrl->ctx_rv3d = rv3d; vctrl->use_parent_root = use_parent_root; vctrl->persp_backup = rv3d->persp; vctrl->dist_backup = rv3d->dist; /* check for flying ortho camera - which we cant support well * we _could_ also check for an ortho camera but this is easier */ if ((rv3d->persp == RV3D_CAMOB) && (rv3d->is_persp == false)) { ((Camera *)v3d->camera->data)->type = CAM_PERSP; vctrl->is_ortho_cam = true; } if (rv3d->persp == RV3D_CAMOB) { Object *ob_back; if (use_parent_root && (vctrl->root_parent = v3d->camera->parent)) { while (vctrl->root_parent->parent) vctrl->root_parent = vctrl->root_parent->parent; ob_back = vctrl->root_parent; } else { ob_back = v3d->camera; } /* store the original camera loc and rot */ vctrl->obtfm = BKE_object_tfm_backup(ob_back); BKE_object_where_is_calc(scene, v3d->camera); negate_v3_v3(rv3d->ofs, v3d->camera->obmat[3]); rv3d->dist = 0.0; } else { float tvec[3]; /* perspective or ortho */ if (rv3d->persp == RV3D_ORTHO) rv3d->persp = RV3D_PERSP; /* if ortho projection, make perspective */ copy_qt_qt(vctrl->rot_backup, rv3d->viewquat); copy_v3_v3(vctrl->ofs_backup, rv3d->ofs); /* the dist defines a vector that is infront of the offset * to rotate the view about. * this is no good for fly mode because we * want to rotate about the viewers center. * but to correct the dist removal we must * alter offset so the view doesn't jump. */ rv3d->dist = 0.0f; copy_v3_fl3(tvec, 0.0f, 0.0f, vctrl->dist_backup); mul_mat3_m4_v3(rv3d->viewinv, tvec); sub_v3_v3(rv3d->ofs, tvec); /* Done with correcting for the dist */ } ED_view3d_to_m4(vctrl->view_mat_prev, rv3d->ofs, rv3d->viewquat, rv3d->dist); return vctrl; }
int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { BL_ArmatureChannel* self= static_cast<BL_ArmatureChannel*>(self_v); bPoseChannel* pchan = self->m_posechannel; PyObject *item; float joints[3]; float quat[4]; if (!PySequence_Check(value) || PySequence_Size(value) != 3) { PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats"); return PY_SET_ATTR_FAIL; } for (int i=0; i<3; i++) { item = PySequence_GetItem(value, i); /* new ref */ joints[i] = PyFloat_AsDouble(item); Py_DECREF(item); if (joints[i] == -1.0f && PyErr_Occurred()) { PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats"); return PY_SET_ATTR_FAIL; } } int flag = 0; if (!(pchan->ikflag & BONE_IK_NO_XDOF)) flag |= 1; if (!(pchan->ikflag & BONE_IK_NO_YDOF)) flag |= 2; if (!(pchan->ikflag & BONE_IK_NO_ZDOF)) flag |= 4; unit_qt(quat); switch (flag) { case 0: // fixed joint break; case 1: // X only joints[1] = joints[2] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 2: // Y only joints[0] = joints[2] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 3: // X+Y joints[2] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_ZYX); break; case 4: // Z only joints[0] = joints[1] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 5: // X+Z // X and Z are components of an equivalent rotation axis joints[1] = 0; axis_angle_to_quat( quat,joints, len_v3(joints)); break; case 6: // Y+Z joints[0] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 7: // X+Y+Z // equivalent axis axis_angle_to_quat( quat,joints, len_v3(joints)); break; } if (pchan->rotmode > 0) { quat_to_eulO( joints, pchan->rotmode,quat); copy_v3_v3(pchan->eul, joints); } else copy_qt_qt(pchan->quat, quat); return PY_SET_ATTR_SUCCESS; }
/* the arguments are the desired situation */ void ED_view3d_smooth_view_ex( /* avoid passing in the context */ wmWindowManager *wm, wmWindow *win, ScrArea *sa, View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera, const float *ofs, const float *quat, const float *dist, const float *lens, const int smooth_viewtx) { RegionView3D *rv3d = ar->regiondata; struct SmoothView3DStore sms = {{0}}; bool ok = false; /* initialize sms */ view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d); view3d_smooth_view_state_backup(&sms.src, v3d, rv3d); /* if smoothview runs multiple times... */ if (rv3d->sms == NULL) { view3d_smooth_view_state_backup(&sms.org, v3d, rv3d); sms.org_view = rv3d->view; } else { sms.org = rv3d->sms->org; sms.org_view = rv3d->sms->org_view; } /* sms.to_camera = false; */ /* initizlized to zero anyway */ /* note on camera locking, this is a little confusing but works ok. * we may be changing the view 'as if' there is no active camera, but in fact * there is an active camera which is locked to the view. * * In the case where smooth view is moving _to_ a camera we don't want that * camera to be moved or changed, so only when the camera is not being set should * we allow camera option locking to initialize the view settings from the camera. */ if (camera == NULL && oldcamera == NULL) { ED_view3d_camera_lock_init(v3d, rv3d); } /* store the options we want to end with */ if (ofs) copy_v3_v3(sms.dst.ofs, ofs); if (quat) copy_qt_qt(sms.dst.quat, quat); if (dist) sms.dst.dist = *dist; if (lens) sms.dst.lens = *lens; if (camera) { sms.dst.dist = ED_view3d_offset_distance(camera->obmat, ofs, VIEW3D_DIST_FALLBACK); ED_view3d_from_object(camera, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens); sms.to_camera = true; /* restore view3d values in end */ } /* skip smooth viewing for render engine draw */ if (smooth_viewtx && v3d->drawtype != OB_RENDER) { bool changed = false; /* zero means no difference */ if (oldcamera != camera) changed = true; else if (sms.dst.dist != rv3d->dist) changed = true; else if (sms.dst.lens != v3d->lens) changed = true; else if (!equals_v3v3(sms.dst.ofs, rv3d->ofs)) changed = true; else if (!equals_v4v4(sms.dst.quat, rv3d->viewquat)) changed = true; /* The new view is different from the old one * so animate the view */ if (changed) { /* original values */ if (oldcamera) { sms.src.dist = ED_view3d_offset_distance(oldcamera->obmat, rv3d->ofs, 0.0f); /* this */ ED_view3d_from_object(oldcamera, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens); } /* grid draw as floor */ if ((rv3d->viewlock & RV3D_LOCKED) == 0) { /* use existing if exists, means multiple calls to smooth view wont loose the original 'view' setting */ rv3d->view = RV3D_VIEW_USER; } sms.time_allowed = (double)smooth_viewtx / 1000.0; /* if this is view rotation only * we can decrease the time allowed by * the angle between quats * this means small rotations wont lag */ if (quat && !ofs && !dist) { float vec1[3] = {0, 0, 1}, vec2[3] = {0, 0, 1}; float q1[4], q2[4]; invert_qt_qt(q1, sms.dst.quat); invert_qt_qt(q2, sms.src.quat); mul_qt_v3(q1, vec1); mul_qt_v3(q2, vec2); /* scale the time allowed by the rotation */ sms.time_allowed *= (double)angle_v3v3(vec1, vec2) / M_PI; /* 180deg == 1.0 */ } /* ensure it shows correct */ if (sms.to_camera) { /* use ortho if we move from an ortho view to an ortho camera */ rv3d->persp = (((rv3d->is_persp == false) && (camera->type == OB_CAMERA) && (((Camera *)camera->data)->type == CAM_ORTHO)) ? RV3D_ORTHO : RV3D_PERSP); } rv3d->rflag |= RV3D_NAVIGATING; /* not essential but in some cases the caller will tag the area for redraw, * and in that case we can get a flicker of the 'org' user view but we want to see 'src' */ view3d_smooth_view_state_restore(&sms.src, v3d, rv3d); /* keep track of running timer! */ if (rv3d->sms == NULL) { rv3d->sms = MEM_mallocN(sizeof(struct SmoothView3DStore), "smoothview v3d"); } *rv3d->sms = sms; if (rv3d->smooth_timer) { WM_event_remove_timer(wm, win, rv3d->smooth_timer); } /* TIMER1 is hardcoded in keymap */ rv3d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0); /* max 30 frs/sec */ ok = true; } } /* if we get here nothing happens */ if (ok == false) { if (sms.to_camera == false) { copy_v3_v3(rv3d->ofs, sms.dst.ofs); copy_qt_qt(rv3d->viewquat, sms.dst.quat); rv3d->dist = sms.dst.dist; v3d->lens = sms.dst.lens; ED_view3d_camera_lock_sync(v3d, rv3d); } if (rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_copy(sa, ar); } ED_region_tag_redraw(ar); } }
/* UNUSED, keep in case we want to copy functionality for use elsewhere */ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event) { Object *ob; Base *base; Curve *cu, *cu1; Nurb *nu; int do_scene_sort= 0; if (scene->id.lib) return; if (!(ob=OBACT)) return; if (scene->obedit) { // XXX get from context /* obedit_copymenu(); */ return; } if (event==9) { copymenu_properties(scene, v3d, ob); return; } else if (event==10) { copymenu_logicbricks(scene, v3d, ob); return; } else if (event==24) { /* moved to object_link_modifiers */ /* copymenu_modifiers(bmain, scene, v3d, ob); */ return; } for (base= FIRSTBASE; base; base= base->next) { if (base != BASACT) { if (TESTBASELIB(v3d, base)) { base->object->recalc |= OB_RECALC_OB; if (event==1) { /* loc */ copy_v3_v3(base->object->loc, ob->loc); copy_v3_v3(base->object->dloc, ob->dloc); } else if (event==2) { /* rot */ copy_v3_v3(base->object->rot, ob->rot); copy_v3_v3(base->object->drot, ob->drot); copy_qt_qt(base->object->quat, ob->quat); copy_qt_qt(base->object->dquat, ob->dquat); } else if (event==3) { /* size */ copy_v3_v3(base->object->size, ob->size); copy_v3_v3(base->object->dscale, ob->dscale); } else if (event==4) { /* drawtype */ base->object->dt= ob->dt; base->object->dtx= ob->dtx; base->object->empty_drawtype= ob->empty_drawtype; base->object->empty_drawsize= ob->empty_drawsize; } else if (event==5) { /* time offs */ base->object->sf= ob->sf; } else if (event==6) { /* dupli */ base->object->dupon= ob->dupon; base->object->dupoff= ob->dupoff; base->object->dupsta= ob->dupsta; base->object->dupend= ob->dupend; base->object->transflag &= ~OB_DUPLI; base->object->transflag |= (ob->transflag & OB_DUPLI); base->object->dup_group= ob->dup_group; if (ob->dup_group) id_lib_extern(&ob->dup_group->id); } else if (event==7) { /* mass */ base->object->mass= ob->mass; } else if (event==8) { /* damping */ base->object->damping= ob->damping; base->object->rdamping= ob->rdamping; } else if (event==11) { /* all physical attributes */ base->object->gameflag = ob->gameflag; base->object->inertia = ob->inertia; base->object->formfactor = ob->formfactor; base->object->damping= ob->damping; base->object->rdamping= ob->rdamping; base->object->min_vel= ob->min_vel; base->object->max_vel= ob->max_vel; if (ob->gameflag & OB_BOUNDS) { base->object->collision_boundtype = ob->collision_boundtype; } base->object->margin= ob->margin; base->object->bsoft= copy_bulletsoftbody(ob->bsoft); } else if (event==17) { /* tex space */ copy_texture_space(base->object, ob); } else if (event==18) { /* font settings */ if (base->object->type==ob->type) { cu= ob->data; cu1= base->object->data; cu1->spacemode= cu->spacemode; cu1->spacing= cu->spacing; cu1->linedist= cu->linedist; cu1->shear= cu->shear; cu1->fsize= cu->fsize; cu1->xof= cu->xof; cu1->yof= cu->yof; cu1->textoncurve= cu->textoncurve; cu1->wordspace= cu->wordspace; cu1->ulpos= cu->ulpos; cu1->ulheight= cu->ulheight; if (cu1->vfont) cu1->vfont->id.us--; cu1->vfont= cu->vfont; id_us_plus((ID *)cu1->vfont); if (cu1->vfontb) cu1->vfontb->id.us--; cu1->vfontb= cu->vfontb; id_us_plus((ID *)cu1->vfontb); if (cu1->vfonti) cu1->vfonti->id.us--; cu1->vfonti= cu->vfonti; id_us_plus((ID *)cu1->vfonti); if (cu1->vfontbi) cu1->vfontbi->id.us--; cu1->vfontbi= cu->vfontbi; id_us_plus((ID *)cu1->vfontbi); BKE_text_to_curve(bmain, scene, base->object, 0); /* needed? */ BLI_strncpy(cu1->family, cu->family, sizeof(cu1->family)); base->object->recalc |= OB_RECALC_DATA; } } else if (event==19) { /* bevel settings */ if (ELEM(base->object->type, OB_CURVE, OB_FONT)) { cu= ob->data; cu1= base->object->data; cu1->bevobj= cu->bevobj; cu1->taperobj= cu->taperobj; cu1->width= cu->width; cu1->bevresol= cu->bevresol; cu1->ext1= cu->ext1; cu1->ext2= cu->ext2; base->object->recalc |= OB_RECALC_DATA; } } else if (event==25) { /* curve resolution */ if (ELEM(base->object->type, OB_CURVE, OB_FONT)) { cu= ob->data; cu1= base->object->data; cu1->resolu= cu->resolu; cu1->resolu_ren= cu->resolu_ren; nu= cu1->nurb.first; while (nu) { nu->resolu= cu1->resolu; nu= nu->next; } base->object->recalc |= OB_RECALC_DATA; } } else if (event==21) { if (base->object->type==OB_MESH) { ModifierData *md = modifiers_findByType(ob, eModifierType_Subsurf); if (md) { ModifierData *tmd = modifiers_findByType(base->object, eModifierType_Subsurf); if (!tmd) { tmd = modifier_new(eModifierType_Subsurf); BLI_addtail(&base->object->modifiers, tmd); } modifier_copyData(md, tmd); base->object->recalc |= OB_RECALC_DATA; } } } else if (event==22) { /* Copy the constraint channels over */ copy_constraints(&base->object->constraints, &ob->constraints, TRUE); do_scene_sort= 1; } else if (event==23) { base->object->softflag= ob->softflag; if (base->object->soft) sbFree(base->object->soft); base->object->soft= copy_softbody(ob->soft); if (!modifiers_findByType(base->object, eModifierType_Softbody)) { BLI_addhead(&base->object->modifiers, modifier_new(eModifierType_Softbody)); } } else if (event==26) { #if 0 // XXX old animation system copy_nlastrips(&base->object->nlastrips, &ob->nlastrips); #endif // XXX old animation system } else if (event==27) { /* autosmooth */ if (base->object->type==OB_MESH) { Mesh *me= ob->data; Mesh *cme= base->object->data; cme->smoothresh= me->smoothresh; if (me->flag & ME_AUTOSMOOTH) cme->flag |= ME_AUTOSMOOTH; else cme->flag &= ~ME_AUTOSMOOTH; } } else if (event==28) { /* UV orco */ if (ELEM(base->object->type, OB_CURVE, OB_SURF)) { cu= ob->data; cu1= base->object->data; if (cu->flag & CU_UV_ORCO) cu1->flag |= CU_UV_ORCO; else cu1->flag &= ~CU_UV_ORCO; } } else if (event==29) { /* protected bits */ base->object->protectflag= ob->protectflag; } else if (event==30) { /* index object */ base->object->index= ob->index; } else if (event==31) { /* object color */ copy_v4_v4(base->object->col, ob->col); } } } } if (do_scene_sort) DAG_scene_sort(bmain, scene); DAG_ids_flush_update(bmain, 0); }
/* calculate the deformation implied by the curve path at a given parametric position, * and returns whether this operation succeeded. * * note: ctime is normalized range <0-1> * * returns OK: 1/0 */ int where_on_path(Object *ob, float ctime, float vec[4], float dir[3], float quat[4], float *radius, float *weight) { Curve *cu; Nurb *nu; BevList *bl; Path *path; PathPoint *pp, *p0, *p1, *p2, *p3; float fac; float data[4]; int cycl=0, s0, s1, s2, s3; if (ob==NULL || ob->type != OB_CURVE) return 0; cu= ob->data; if (cu->path==NULL || cu->path->data==NULL) { printf("no path!\n"); return 0; } path= cu->path; pp= path->data; /* test for cyclic */ bl= cu->bev.first; if (!bl) return 0; if (!bl->nr) return 0; if (bl->poly> -1) cycl= 1; ctime *= (path->len-1); s1= (int)floor(ctime); fac= (float)(s1+1)-ctime; /* path->len is corected for cyclic */ s0= interval_test(0, path->len-1-cycl, s1-1, cycl); s1= interval_test(0, path->len-1-cycl, s1, cycl); s2= interval_test(0, path->len-1-cycl, s1+1, cycl); s3= interval_test(0, path->len-1-cycl, s1+2, cycl); p0= pp + s0; p1= pp + s1; p2= pp + s2; p3= pp + s3; /* note, commented out for follow constraint */ //if (cu->flag & CU_FOLLOW) { key_curve_tangent_weights(1.0f-fac, data, KEY_BSPLINE); interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data); /* make compatible with vectoquat */ negate_v3(dir); //} nu= cu->nurb.first; /* make sure that first and last frame are included in the vectors here */ if (nu->type == CU_POLY) key_curve_position_weights(1.0f-fac, data, KEY_LINEAR); else if (nu->type == CU_BEZIER) key_curve_position_weights(1.0f-fac, data, KEY_LINEAR); else if (s0==s1 || p2==p3) key_curve_position_weights(1.0f-fac, data, KEY_CARDINAL); else key_curve_position_weights(1.0f-fac, data, KEY_BSPLINE); vec[0]= data[0]*p0->vec[0] + data[1]*p1->vec[0] + data[2]*p2->vec[0] + data[3]*p3->vec[0] ; /* X */ vec[1]= data[0]*p0->vec[1] + data[1]*p1->vec[1] + data[2]*p2->vec[1] + data[3]*p3->vec[1] ; /* Y */ vec[2]= data[0]*p0->vec[2] + data[1]*p1->vec[2] + data[2]*p2->vec[2] + data[3]*p3->vec[2] ; /* Z */ vec[3]= data[0]*p0->vec[3] + data[1]*p1->vec[3] + data[2]*p2->vec[3] + data[3]*p3->vec[3] ; /* Tilt, should not be needed since we have quat still used */ if (quat) { float totfac, q1[4], q2[4]; totfac= data[0]+data[3]; if (totfac>FLT_EPSILON) interp_qt_qtqt(q1, p0->quat, p3->quat, data[3] / totfac); else copy_qt_qt(q1, p1->quat); totfac= data[1]+data[2]; if (totfac>FLT_EPSILON) interp_qt_qtqt(q2, p1->quat, p2->quat, data[2] / totfac); else copy_qt_qt(q2, p3->quat); totfac = data[0]+data[1]+data[2]+data[3]; if (totfac>FLT_EPSILON) interp_qt_qtqt(quat, q1, q2, (data[1]+data[2]) / totfac); else copy_qt_qt(quat, q2); } if (radius) *radius= data[0]*p0->radius + data[1]*p1->radius + data[2]*p2->radius + data[3]*p3->radius; if (weight) *weight= data[0]*p0->weight + data[1]*p1->weight + data[2]*p2->weight + data[3]*p3->weight; return 1; }
static bool initFlyInfo(bContext *C, FlyInfo *fly, wmOperator *op, const wmEvent *event) { wmWindow *win = CTX_wm_window(C); float upvec[3]; /* tmp */ float mat[3][3]; fly->rv3d = CTX_wm_region_view3d(C); fly->v3d = CTX_wm_view3d(C); fly->ar = CTX_wm_region(C); fly->scene = CTX_data_scene(C); #ifdef NDOF_FLY_DEBUG puts("\n-- fly begin --"); #endif /* sanity check: for rare but possible case (if lib-linking the camera fails) */ if ((fly->rv3d->persp == RV3D_CAMOB) && (fly->v3d->camera == NULL)) { fly->rv3d->persp = RV3D_PERSP; } if (fly->rv3d->persp == RV3D_CAMOB && fly->v3d->camera->id.lib) { BKE_report(op->reports, RPT_ERROR, "Cannot fly a camera from an external library"); return false; } if (ED_view3d_offset_lock_check(fly->v3d, fly->rv3d)) { BKE_report(op->reports, RPT_ERROR, "Cannot fly when the view offset is locked"); return false; } if (fly->rv3d->persp == RV3D_CAMOB && fly->v3d->camera->constraints.first) { BKE_report(op->reports, RPT_ERROR, "Cannot fly an object with constraints"); return false; } fly->state = FLY_RUNNING; fly->speed = 0.0f; fly->axis = 2; fly->pan_view = false; fly->xlock = FLY_AXISLOCK_STATE_OFF; fly->zlock = FLY_AXISLOCK_STATE_OFF; fly->xlock_momentum = 0.0f; fly->zlock_momentum = 0.0f; fly->grid = 1.0f; fly->use_precision = false; fly->use_freelook = false; #ifdef NDOF_FLY_DRAW_TOOMUCH fly->redraw = 1; #endif zero_v3(fly->dvec_prev); fly->timer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, 0.01f); copy_v2_v2_int(fly->mval, event->mval); fly->ndof = NULL; fly->time_lastdraw = fly->time_lastwheel = PIL_check_seconds_timer(); fly->draw_handle_pixel = ED_region_draw_cb_activate(fly->ar->type, drawFlyPixel, fly, REGION_DRAW_POST_PIXEL); fly->rv3d->rflag |= RV3D_NAVIGATING; /* so we draw the corner margins */ /* detect weather to start with Z locking */ upvec[0] = 1.0f; upvec[1] = 0.0f; upvec[2] = 0.0f; copy_m3_m4(mat, fly->rv3d->viewinv); mul_m3_v3(mat, upvec); if (fabsf(upvec[2]) < 0.1f) { fly->zlock = FLY_AXISLOCK_STATE_IDLE; } upvec[0] = 0; upvec[1] = 0; upvec[2] = 0; fly->persp_backup = fly->rv3d->persp; fly->dist_backup = fly->rv3d->dist; /* check for flying ortho camera - which we cant support well * we _could_ also check for an ortho camera but this is easier */ if ((fly->rv3d->persp == RV3D_CAMOB) && (fly->rv3d->is_persp == false)) { ((Camera *)fly->v3d->camera->data)->type = CAM_PERSP; fly->is_ortho_cam = true; } if (fly->rv3d->persp == RV3D_CAMOB) { Object *ob_back; if ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (fly->root_parent = fly->v3d->camera->parent)) { while (fly->root_parent->parent) fly->root_parent = fly->root_parent->parent; ob_back = fly->root_parent; } else { ob_back = fly->v3d->camera; } /* store the original camera loc and rot */ fly->obtfm = BKE_object_tfm_backup(ob_back); BKE_object_where_is_calc(fly->scene, fly->v3d->camera); negate_v3_v3(fly->rv3d->ofs, fly->v3d->camera->obmat[3]); fly->rv3d->dist = 0.0; } else { /* perspective or ortho */ if (fly->rv3d->persp == RV3D_ORTHO) fly->rv3d->persp = RV3D_PERSP; /* if ortho projection, make perspective */ copy_qt_qt(fly->rot_backup, fly->rv3d->viewquat); copy_v3_v3(fly->ofs_backup, fly->rv3d->ofs); /* the dist defines a vector that is infront of the offset * to rotate the view about. * this is no good for fly mode because we * want to rotate about the viewers center. * but to correct the dist removal we must * alter offset so the view doesn't jump. */ fly->rv3d->dist = 0.0f; upvec[2] = fly->dist_backup; /* x and y are 0 */ mul_m3_v3(mat, upvec); sub_v3_v3(fly->rv3d->ofs, upvec); /* Done with correcting for the dist */ } /* center the mouse, probably the UI mafia are against this but without its quite annoying */ WM_cursor_warp(win, fly->ar->winrct.xmin + fly->ar->winx / 2, fly->ar->winrct.ymin + fly->ar->winy / 2); return 1; }
static DerivedMesh *applyModifier(ModifierData *md, Object *ob, DerivedMesh *derivedData, ModifierApplyFlag UNUSED(flag)) { DerivedMesh *dm = derivedData, *result; ParticleInstanceModifierData *pimd = (ParticleInstanceModifierData *) md; ParticleSimulationData sim; ParticleSystem *psys = NULL; ParticleData *pa = NULL; MPoly *mpoly, *orig_mpoly; MLoop *mloop, *orig_mloop; MVert *mvert, *orig_mvert; int totvert, totpoly, totloop /* , totedge */; int maxvert, maxpoly, maxloop, totpart = 0, first_particle = 0; int k, p, p_skip; short track = ob->trackflag % 3, trackneg, axis = pimd->axis; float max_co = 0.0, min_co = 0.0, temp_co[3]; float *size = NULL; trackneg = ((ob->trackflag > 2) ? 1 : 0); if (pimd->ob == ob) { pimd->ob = NULL; return derivedData; } if (pimd->ob) { psys = BLI_findlink(&pimd->ob->particlesystem, pimd->psys - 1); if (psys == NULL || psys->totpart == 0) return derivedData; } else { return derivedData; } if (pimd->flag & eParticleInstanceFlag_Parents) totpart += psys->totpart; if (pimd->flag & eParticleInstanceFlag_Children) { if (totpart == 0) first_particle = psys->totpart; totpart += psys->totchild; } if (totpart == 0) return derivedData; sim.scene = md->scene; sim.ob = pimd->ob; sim.psys = psys; sim.psmd = psys_get_modifier(pimd->ob, psys); if (pimd->flag & eParticleInstanceFlag_UseSize) { float *si; si = size = MEM_callocN(totpart * sizeof(float), "particle size array"); if (pimd->flag & eParticleInstanceFlag_Parents) { for (p = 0, pa = psys->particles; p < psys->totpart; p++, pa++, si++) *si = pa->size; } if (pimd->flag & eParticleInstanceFlag_Children) { ChildParticle *cpa = psys->child; for (p = 0; p < psys->totchild; p++, cpa++, si++) { *si = psys_get_child_size(psys, cpa, 0.0f, NULL); } } } totvert = dm->getNumVerts(dm); totpoly = dm->getNumPolys(dm); totloop = dm->getNumLoops(dm); /* totedge = dm->getNumEdges(dm); */ /* UNUSED */ /* count particles */ maxvert = 0; maxpoly = 0; maxloop = 0; for (p = 0; p < totpart; p++) { if (particle_skip(pimd, psys, p)) continue; maxvert += totvert; maxpoly += totpoly; maxloop += totloop; } psys->lattice_deform_data = psys_create_lattice_deform_data(&sim); if (psys->flag & (PSYS_HAIR_DONE | PSYS_KEYED) || psys->pointcache->flag & PTCACHE_BAKED) { float min[3], max[3]; INIT_MINMAX(min, max); dm->getMinMax(dm, min, max); min_co = min[track]; max_co = max[track]; } result = CDDM_from_template(dm, maxvert, 0, 0, maxloop, maxpoly); mvert = result->getVertArray(result); orig_mvert = dm->getVertArray(dm); mpoly = result->getPolyArray(result); orig_mpoly = dm->getPolyArray(dm); mloop = result->getLoopArray(result); orig_mloop = dm->getLoopArray(dm); for (p = 0, p_skip = 0; p < totpart; p++) { float prev_dir[3]; float frame[4]; /* frame orientation quaternion */ /* skip particle? */ if (particle_skip(pimd, psys, p)) continue; /* set vertices coordinates */ for (k = 0; k < totvert; k++) { ParticleKey state; MVert *inMV; MVert *mv = mvert + p_skip * totvert + k; inMV = orig_mvert + k; DM_copy_vert_data(dm, result, k, p_skip * totvert + k, 1); *mv = *inMV; /*change orientation based on object trackflag*/ copy_v3_v3(temp_co, mv->co); mv->co[axis] = temp_co[track]; mv->co[(axis + 1) % 3] = temp_co[(track + 1) % 3]; mv->co[(axis + 2) % 3] = temp_co[(track + 2) % 3]; /* get particle state */ if ((psys->flag & (PSYS_HAIR_DONE | PSYS_KEYED) || psys->pointcache->flag & PTCACHE_BAKED) && (pimd->flag & eParticleInstanceFlag_Path)) { float ran = 0.0f; if (pimd->random_position != 0.0f) { ran = pimd->random_position * BLI_hash_frand(psys->seed + p); } if (pimd->flag & eParticleInstanceFlag_KeepShape) { state.time = pimd->position * (1.0f - ran); } else { state.time = (mv->co[axis] - min_co) / (max_co - min_co) * pimd->position * (1.0f - ran); if (trackneg) state.time = 1.0f - state.time; mv->co[axis] = 0.0; } psys_get_particle_on_path(&sim, first_particle + p, &state, 1); normalize_v3(state.vel); /* Incrementally Rotating Frame (Bishop Frame) */ if (k == 0) { float hairmat[4][4]; float mat[3][3]; if (first_particle + p < psys->totpart) pa = psys->particles + first_particle + p; else { ChildParticle *cpa = psys->child + (p - psys->totpart); pa = psys->particles + cpa->parent; } psys_mat_hair_to_global(sim.ob, sim.psmd->dm, sim.psys->part->from, pa, hairmat); copy_m3_m4(mat, hairmat); /* to quaternion */ mat3_to_quat(frame, mat); /* note: direction is same as normal vector currently, * but best to keep this separate so the frame can be * rotated later if necessary */ copy_v3_v3(prev_dir, state.vel); } else { float rot[4]; /* incrementally rotate along bend direction */ rotation_between_vecs_to_quat(rot, prev_dir, state.vel); mul_qt_qtqt(frame, rot, frame); copy_v3_v3(prev_dir, state.vel); } copy_qt_qt(state.rot, frame); #if 0 /* Absolute Frame (Frenet Frame) */ if (state.vel[axis] < -0.9999f || state.vel[axis] > 0.9999f) { unit_qt(state.rot); } else { float cross[3]; float temp[3] = {0.0f, 0.0f, 0.0f}; temp[axis] = 1.0f; cross_v3_v3v3(cross, temp, state.vel); /* state.vel[axis] is the only component surviving from a dot product with the axis */ axis_angle_to_quat(state.rot, cross, saacos(state.vel[axis])); } #endif } else { state.time = -1.0; psys_get_particle_state(&sim, first_particle + p, &state, 1); } mul_qt_v3(state.rot, mv->co); if (pimd->flag & eParticleInstanceFlag_UseSize) mul_v3_fl(mv->co, size[p]); add_v3_v3(mv->co, state.co); } /* create polys and loops */ for (k = 0; k < totpoly; k++) { MPoly *inMP = orig_mpoly + k; MPoly *mp = mpoly + p_skip * totpoly + k; DM_copy_poly_data(dm, result, k, p_skip * totpoly + k, 1); *mp = *inMP; mp->loopstart += p_skip * totloop; { MLoop *inML = orig_mloop + inMP->loopstart; MLoop *ml = mloop + mp->loopstart; int j = mp->totloop; DM_copy_loop_data(dm, result, inMP->loopstart, mp->loopstart, j); for (; j; j--, ml++, inML++) { ml->v = inML->v + (p_skip * totvert); } } } p_skip++; } CDDM_calc_edges(result); if (psys->lattice_deform_data) { end_latt_deform(psys->lattice_deform_data); psys->lattice_deform_data = NULL; } if (size) MEM_freeN(size); result->dirty |= DM_DIRTY_NORMALS; return result; }